Every UI/UX project I take on follows a structured process — not because I'm rigid about it, but because I've learned, through dozens of real projects, that skipping steps costs time, money, and quality. This is that process, broken down honestly from the very first client call to handing over the final prototype.

Whether you're a designer wanting to see how someone else works, or a client trying to understand what goes into a proper UX engagement, this should give you a clear picture.

"Good design is not about making things look beautiful. It's about making things work beautifully." — Sampanna Raj Dhungel

Why Process Matters in UI/UX

UI/UX design is not just about making screens look good. At its core, it's about solving real problems for real people — and that requires understanding those people deeply before picking up any design tool. A process gives structure to what could otherwise be chaotic and subjective work.

Without a process, designers make decisions based on personal taste rather than user needs. With a clear process, every decision is grounded in research, reason, and testing.

The Tools I Use

🎨
Figma
Wireframes, prototypes, final UI
📋
Notion
Research notes, user stories
🗺️
FigJam
User flows, mind maps
📊
Maze
Usability testing
🖊️
Procreate
Quick concept sketches
💬
Loom
Client video walkthroughs

My 7-Step UI/UX Process

01
Discovery — Understanding the Problem
The first step is never opening Figma. It's listening. I start with a deep discovery session with the client — understanding the business goals, the target users, and the specific problems we're trying to solve. I ask: What does success look like? Who are we designing for? What's frustrating users right now? The output is a clear Problem Statement that guides the entire project.
02
User Research — Understanding the People
Assumptions kill good design. I conduct user interviews or surveys to understand real behaviours, motivations and pain points. Even 5 user interviews reveal patterns that transform the direction of a design. I document findings and synthesise them into User Personas — fictional but research-grounded representations of the key user types.
03
Information Architecture — Structuring the Experience
Before designing any screens, I map out the full information architecture — how content is organised, how users move through the product, what lives where. This becomes a Sitemap and a set of User Flow diagrams. This step is invisible to users but is the backbone of whether a product feels intuitive or confusing.
04
Wireframing — Low-Fidelity Layouts
Wireframes are the skeleton — black and white, no colours, no fancy visuals. They show layout, hierarchy and content placement without any visual distraction. Working in low fidelity at this stage means it's fast to iterate and cheap to change. I typically share wireframes with clients to align on structure before any visual design begins. Changes at wireframe stage cost minutes. Changes at final design stage cost days.
05
Visual Design — High-Fidelity UI
With structure agreed upon, I apply the visual layer — colours, typography, spacing, components, icons, imagery. I build a Design System alongside the screens: a reusable component library that keeps everything consistent and speeds up any future design work. Every design decision is intentional — colour choices, spacing, contrast ratios all serve the user experience.
06
Prototyping — Making It Click
A static design tells you nothing about how a product actually feels to use. I build interactive prototypes in Figma — clicking through realistic flows so users and clients can experience the product before a single line of code is written. Prototypes surface issues that wireframes miss and allow real usability testing.
07
Testing & Iteration — Validating with Real Users
I conduct usability tests with real users — either in person or remotely using tools like Maze. I observe how they interact with the prototype, where they get confused, what works and what doesn't. The findings feed directly back into refinements. Design is iterative by nature. The best products come from multiple rounds of test, learn, improve.

What Gets Delivered to the Client

At the end of a UI/UX project, the client receives:

The Biggest Lesson I've Learned

The most important thing I've learned doing UI/UX work is this: users don't think like designers. What seems obvious to someone who built or designed a product is often completely unclear to a first-time user.

This is why testing is non-negotiable. I've had designs I was deeply proud of completely fail in usability tests — and those failures made the final product dramatically better. Ego has no place in good UX design.

"You are not the user. The moment you forget this, your design stops serving people and starts serving your assumptions."

How Long Does a UI/UX Project Take?

It depends entirely on scope. A simple landing page or app feature can go from brief to prototype in 1-2 weeks. A full product — a multi-screen web app or mobile application — typically takes 4-12 weeks depending on complexity and the number of iteration rounds involved.

I always recommend building in time for at least two rounds of usability testing. The first round tells you what's wrong. The second confirms the fixes worked.

Working with Me on a UI/UX Project

I approach every project as a collaborative partner — not just someone who takes a brief and disappears. I involve clients at every major milestone, share work early and often, and explain my decisions rather than just presenting them.

If you have a product idea you want to bring to life, or an existing product that needs a proper UX overhaul, I'd love to hear about it. Based in Bhaktapur, Nepal — working with clients worldwide.

SR
Sampanna Raj Dhungel
Creative Director & Digital Media Designer based in Bhaktapur, Nepal. Specializing in UI/UX design, brand identity, motion graphics and visual storytelling. Available for remote and international projects. Get in touch →